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Arbiter of Doggos

I will answer your question to the best of my knowledge, which isn't much, but here we go:

Autotiles and RMXP are not in a very good relationship with each other. I'd suggest you be austere in your usage of them when it comes to quantity of animated autotiles in a map.

Now, when it comes to speed itself it depends. If you make the game update it more frequently than normal, then yes, when you go over a certain threshold (though I don't know when exactly it is that the lag begins) you will face some slowdowns. As far as number of frames is concerned, even if that doesn't boggle the engine down (which probably will), having a gazillion of still (or fill-in) frames is not good optimization.

It'd be better to use code to make certain frames display for a larger period of time than other frames - provided this is possible within RGSS1. For instance, you'd want frame 2 to be displayed for x amount of seconds, or repeat said frame for x amount of seconds. Be aware however, that these depend on the framerate of your game. If your game runs at a 60 FPS, these will display faster of course! If you're using Essentials, the framerate can be changed in the RGSS2 compatibility script. So before you make any changes, make sure you've settled on your FPS number.

Arbiter of Doggos

Oh, then keep V18 in mind, it will allow for all kind of battle modifications, including (insert amount of party members) vs ( insert amount of enemies). Will probably make 3v3 battles way easier. Take a look at the pastebin changelog posted here: https://reliccastle.com/threads/2292/